use egui::{Color32, Image, ImageSource, Response, Sense, TextureOptions, Ui, Widget}; pub const GENERIC_PALETTE: [u8; 4] = [0, 64, 128, 255]; pub fn shade(brt: u8, color: Color32) -> Color32 { color.gamma_multiply(brt as f32 / 255.0) } pub fn generic_palette(color: Color32) -> [Color32; 4] { GENERIC_PALETTE.map(|brt| shade(brt, color)) } pub fn parse_palette(palette: u8, brts: &[u8], color: Color32) -> [Color32; 4] { let shades = [ Color32::BLACK, shade(brts[0], color), shade(brts[2], color), shade( brts[0].saturating_add(brts[2]).saturating_add(brts[4]), color, ), ]; [ Color32::BLACK, shades[(palette >> 2) as usize & 0x03], shades[(palette >> 4) as usize & 0x03], shades[(palette >> 6) as usize & 0x03], ] } pub struct Object { pub x: i16, pub lon: bool, pub ron: bool, pub parallax: i16, pub y: i16, pub data: CellData, } impl Object { pub fn parse(object: [u16; 4]) -> Self { let x = ((object[0] & 0x3ff) << 6 >> 6) as i16; let parallax = ((object[1] & 0x3ff) << 6 >> 6) as i16; let lon = object[1] & 0x8000 != 0; let ron = object[1] & 0x4000 != 0; let y = (object[2] & 0x0ff) as i16; // Y is stored as the bottom 8 bits of an i16, // so only sign extend if it's out of range. let y = if y > 224 { y << 8 >> 8 } else { y }; let data = CellData::parse(object[3]); Self { x, lon, ron, parallax, y, data, } } } pub struct CellData { pub palette_index: usize, pub hflip: bool, pub vflip: bool, pub char_index: usize, } impl CellData { pub fn parse(cell: u16) -> Self { let char_index = (cell & 0x7ff) as usize; let vflip = cell & 0x1000 != 0; let hflip = cell & 0x2000 != 0; let palette_index = (cell >> 14) as usize; Self { char_index, vflip, hflip, palette_index, } } } pub fn read_char_row( char: &[u16], hflip: bool, vflip: bool, row: usize, ) -> impl Iterator { let pixels = if vflip { char[7 - row] } else { char[row] }; (0..16).step_by(2).map(move |i| { let pixel = if hflip { 14 - i } else { i }; ((pixels >> pixel) & 0x3) as u8 }) } pub struct CharacterGrid<'a> { source: ImageSource<'a>, scale: f32, show_grid: bool, selected: Option, } impl<'a> CharacterGrid<'a> { pub fn new(source: impl Into>) -> Self { Self { source: source.into(), scale: 1.0, show_grid: false, selected: None, } } pub fn with_scale(self, scale: f32) -> Self { Self { scale, ..self } } pub fn with_grid(self, show_grid: bool) -> Self { Self { show_grid, ..self } } pub fn with_selected(self, selected: usize) -> Self { Self { selected: Some(selected), ..self } } pub fn show(self, ui: &mut Ui) -> Option { let start_pos = ui.cursor().min; let cell_size = 8.0 * self.scale; let res = self.ui(ui); let grid_width_cells = ((res.rect.max.x - res.rect.min.x) / cell_size).round() as usize; if res.clicked() { let click_pos = res.interact_pointer_pos()?; let grid_pos = (click_pos - start_pos) / cell_size; Some((grid_pos.y as usize * grid_width_cells) + grid_pos.x as usize) } else { None } } } impl Widget for CharacterGrid<'_> { fn ui(self, ui: &mut Ui) -> Response { let image = Image::new(self.source) .fit_to_original_size(self.scale) .texture_options(TextureOptions::NEAREST) .sense(Sense::click()); let res = ui.add(image); let cell_size = 8.0 * self.scale; let grid_width_cells = ((res.rect.max.x - res.rect.min.x) / cell_size).round() as usize; let grid_height_cells = ((res.rect.max.y - res.rect.min.y) / cell_size).round() as usize; let painter = ui.painter_at(res.rect); if self.show_grid { let stroke = ui.style().visuals.widgets.noninteractive.fg_stroke; for x in (1..grid_width_cells).map(|i| (i as f32) * cell_size) { let p1 = (res.rect.min.x + x, res.rect.min.y).into(); let p2 = (res.rect.min.x + x, res.rect.max.y).into(); painter.line(vec![p1, p2], stroke); } for y in (1..grid_height_cells).map(|i| (i as f32) * cell_size) { let p1 = (res.rect.min.x, res.rect.min.y + y).into(); let p2 = (res.rect.max.x, res.rect.min.y + y).into(); painter.line(vec![p1, p2], stroke); } } if let Some(selected) = self.selected { let x1 = (selected % grid_width_cells) as f32 * cell_size; let x2 = x1 + cell_size; let y1 = (selected / grid_width_cells) as f32 * cell_size; let y2 = y1 + cell_size; painter.line( vec![ (res.rect.min + (x1, y1).into()), (res.rect.min + (x2, y1).into()), (res.rect.min + (x2, y2).into()), (res.rect.min + (x1, y2).into()), (res.rect.min + (x1, y1).into()), ], ui.style().visuals.widgets.active.fg_stroke, ); } res } }